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Author Topic: Latest stable: WME 1.7.3 (Jun 2 2007)  (Read 43084 times)

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adonf

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Re: WME 1.7.2 (Mar 11 2007)
« Reply #30 on: April 10, 2007, 09:51:50 AM »

i think that papay's "pay with a credit card" option actually forces the buyer to open an account.

paypal is evil anyway

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zorro2

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Re: WME 1.7.2 (Mar 11 2007)
« Reply #31 on: April 17, 2007, 03:52:06 AM »

Well, well, well, Mr. Mnemonic. I see you finally did what I suggested all along, 4 years ago, I think? So, what happened if I may ask? You joined KSC or just realized it won’t bring any real profit whatever you do?

Anyway, let me express my respect for such a wise decision. And, of course, for not abandoning the project. That’s provided the dropping of license fees isn’t the first step to abandoning it.
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Mnemonic

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Re: WME 1.7.2 (Mar 11 2007)
« Reply #32 on: April 17, 2007, 06:53:41 AM »

No it's not. Thank you for your "concern".
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Mnemonic

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Re: WME 1.7.3 (Jun 2 2007)
« Reply #33 on: June 02, 2007, 05:50:01 PM »

WME 1.7.3 is out. See the first post of this thread for more details. ::beer
It's mostly a maintenance release, fixing several bugs.
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Maxim

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Re: WME 1.7.3 (Jun 2 2007)
« Reply #34 on: June 03, 2007, 11:30:43 AM »

 ::thumbup

Thank you, Mnemonic!!! You're doing a GREAT JOB!

From Ukraine With Love ;)
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adonf

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Re: WME 1.7.3 (Jun 2 2007)
« Reply #35 on: June 27, 2007, 03:07:42 PM »

Quote from: Mnemonic
Game.ChangingScene - specifies whether a scene change is currently in progress.

I just saw this. Could you please explain how it works ? I always assumed that scripts were suspended during scene changes and that the old scene and its entities' scripts were killed when the new scene is loaded but apparently I was wrong...

Does this mean we can put some code in an entity's script after a call to Game.ChangeScene() and expect to see it run ? Under what conditions ?

Actually we did some tests and put a line like this
Code: [Select]
while (true) { Game.Msg("still running"); Sleep(1);}after a ChangeScene and it did print "still running" a few times but I don't understand what makes it stop. timers ? Garbage collection ?

Thanks.
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Mnemonic

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Re: WME 1.7.3 (Jun 2 2007)
« Reply #36 on: June 27, 2007, 03:32:12 PM »

ChangeScene() doesn't change the scene immediately, it schedules the change. The change happens in next frame, that is, after all the currently executing scripts finished or executed some blocking command (Sleep, GoTo, Talk...).
So, your code:

Game.ChangeScene("blah");
while (true) { Game.Msg("still running"); Sleep(1);}

should write exactly one message, because the Sleep() will suspend the script, the engine regains control and changes the scene.


EDIT: Actually, it depends on where is the above code executed from. If it's executed from a script of some scene object, there will be only one message, because the script will get destroyed together with the scene. If it was execuded e.g. from actor's script, it will keep writing messages even after the scene change.
« Last Edit: June 27, 2007, 03:34:18 PM by Mnemonic »
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adonf

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Re: WME 1.7.3 (Jun 2 2007)
« Reply #37 on: June 27, 2007, 03:40:36 PM »

Well... not exactly! I just figured out that ChangeScene takes two default parameters FadeIn and FadeOut that are true by default, so this piece of code will print out a few lines depending on the computer's speed. If we change it to

Game.ChangeScene("blah", false, false);

then it works as you say, ie. exactly one line is printed before the script yields.

We were doing a bit or processing after the ChangeScene (hiding the actor, etc.) but I guess that it's a bad idea since the time we have to do it depends on the processor speed.

Once again, thanks for the quick answer.
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Mnemonic

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Re: WME 1.7.3 (Jun 2 2007)
« Reply #38 on: June 27, 2007, 03:56:02 PM »

Right, I forgot about the fading. I stand corrected.
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